POStudios Forum

The Royal Archives => General => The Silver Age => Programming => Topic started by: Eros4tw on May 10, 2006, 12:43:33 AM

Title: Movement Speed In Game
Post by: Eros4tw on May 10, 2006, 12:43:33 AM
After just playing through some of KQ7 again...i almost ripped my hair out with how slllloooow the character moves, and no way to increase the speed (like in KQ6).

PLEASE make some sort of movement speed increasing option...i beg you.
Title: Re: Movement Speed In Game
Post by: Elessar on May 10, 2006, 11:29:07 AM
Quote from: Eros4tw on May 10, 2006, 12:43:33 AM
After just playing through some of KQ7 again...i almost ripped my hair out with how slllloooow the character moves, and no way to increase the speed (like in KQ6).

PLEASE make some sort of movement speed increasing option...i beg you.

I know what you mean. But I'm sure the team has taken that into consideration. Especially since everyone's computer will be slightly different.
Title: Re: Movement Speed In Game
Post by: dark-daventry on May 10, 2006, 11:43:34 AM
If I know the team well enough, I'm positive that they've done that!
Title: Re: Movement Speed In Game
Post by: Yonkey on May 10, 2006, 07:15:29 PM
I'm not sure if it's been implemented yet, but it was previously discussed that we'd make double-clicking the Walk cursor cause the player to run, while single-clicking will make him/her walk. :)
Title: Re: Movement Speed In Game
Post by: Rosella on May 11, 2006, 05:22:30 AM
Woah. That's...really cool. :P

Why are you guys so innovative!? XD
Title: Re: Movement Speed In Game
Post by: awesomeasapossum on May 11, 2006, 05:28:39 AM
That is really cool!  :D
Title: Re: Movement Speed In Game
Post by: dark-daventry on May 11, 2006, 01:23:02 PM
I know! It is! Hey, you should be the next Nintendo! XD No offense. I love Nintendo!
Title: Re: Movement Speed In Game
Post by: Yonkey on May 11, 2006, 05:45:37 PM
It's actually not that innovative. :P  Apparently, a lot of 3D point & click games do that. XD
Title: Re: Movement Speed In Game
Post by: Rosella on May 11, 2006, 05:50:40 PM
Ok, maybe I just live under a rock. Either way works, really. :P
Title: Re: Movement Speed In Game
Post by: Jafar on May 11, 2006, 06:31:37 PM
Quest for Glory V did that. :P
Title: Re: Movement Speed In Game
Post by: dark-daventry on May 11, 2006, 06:38:26 PM
Quote from: Rosella on May 11, 2006, 05:50:40 PM
Ok, maybe I just live under a rock. Either way works, really. :P

You and me both! XD I had no idea games even did that! I thought you came to it first!
Title: Re: Movement Speed In Game
Post by: Eros4tw on May 11, 2006, 10:37:22 PM
I think its time to change your signature to:

"Yonkey, inventor of the double click run!"
Title: Re: Movement Speed In Game
Post by: maestro on May 12, 2006, 11:27:24 AM
Quote from: Yonkey on May 11, 2006, 05:45:37 PM
It's actually not that innovative. :P  Apparently, a lot of 3D point & click games do that. XD
Didn't KQ-8 do that?  I remember playing KQ-8 and having Connor running through most of the game in order to get through it faster.  I think Connor was out of breath by the time I finished.
Title: Re: Movement Speed In Game
Post by: dark-daventry on May 12, 2006, 12:49:06 PM
Wow... I didn't even know that they could program the game to do that! XD
Title: Re: Movement Speed In Game
Post by: Petter Holmberg on May 13, 2006, 06:34:30 PM
Listen, we are open to ideas here (and in other areas as well). Tell us what you would like to see and what you would absolutely not like to see and we might grant your wishes. ;D Design choices like these are certainly not set in stone and we definitely want a gameplay that annoys as few people as possible. :D

We haven't implemented the run option yet, but it seems like a good idea. There are other variants that could be considered as well. It also depends on how much a sense of "boring transportation" you will get from the full game, which we can't really tell yet. I know I've been bored by that a few times myself in other games (Syberia springs to mind) but some of it will probably be reduced by having a lot more dynamic and interesting backgrounds than adventure gamers are used to.
Title: Re: Movement Speed In Game
Post by: Eros4tw on May 13, 2006, 06:45:47 PM
Well, I think a lot more of the "suggestions" will come out whenever you guys start doing beta testing.  Its hard to know what to suggest without having played the game yet.

I have no idea how you guys plan to do travel in the game (I would guess mostly by Magic Map)...i dont mind spending 15-30min to get to a new location through puzzles and what not...but if we would need to go back there later in the game...it might be nice if there was a way to "skip" some of the not needed stuff.

An example of this would be in KQ6 when Alex is going up the stairs of logic.  Once you complete that puzzle, if you wanted to go to the top again, all you needed to do was go up the first set of stairs and you would instantly be at the top.

The programming team seems to have a lot of the bases covered...but like I said, you will probially get more suggestions once you start doing a beta testing thing.
Title: Re: Movement Speed In Game
Post by: Yonkey on May 13, 2006, 08:37:04 PM
Quote from: Eros4tw on May 13, 2006, 06:45:47 PM
Well, I think a lot more of the "suggestions" will come out whenever you guys start doing beta testing.  Its hard to know what to suggest without having played the game yet.
Actually, that would be too late.  During beta testing, we'll just be ironing out any last minute bugs, not implementing new features.  That's why it's better for you to suggest stuff now, rather than later.

Quote from: Eros4tw on May 13, 2006, 06:45:47 PM
I have no idea how you guys plan to do travel in the game (I would guess mostly by Magic Map)...i dont mind spending 15-30min to get to a new location through puzzles and what not...but if we would need to go back there later in the game...it might be nice if there was a way to "skip" some of the not needed stuff.
I believe Green Isle travel will be similar to the KQVI Magic Map, but I'm not sure if you must on a beach or dock to activate it.

Quote from: Eros4tw on May 13, 2006, 06:45:47 PM
An example of this would be in KQ6 when Alex is going up the stairs of logic.  Once you complete that puzzle, if you wanted to go to the top again, all you needed to do was go up the first set of stairs and you would instantly be at the top.
Well, there isn't any copy protection in our game (since it's free), so that's actually how the Logic Cliff stairs will work. :)
Title: Re: Movement Speed In Game
Post by: Eros4tw on May 14, 2006, 12:11:41 PM
In that case:

- A feature that will autosave/shut down the game if left unattended for, say 30min?  Or maybe a fail-safe feature that will autosave the game if your computer crashes or the power goes out?

- An option to make the character dance!


Thats all i can think of...
Title: Re: Movement Speed In Game
Post by: maestro on May 15, 2006, 10:08:48 AM
Quote from: Yonkey on May 13, 2006, 08:37:04 PM
I believe Green Isle travel will be similar to the KQVI Magic Map, but I'm not sure if you must on a beach or dock to activate it.
The Making of the Silver Lining at 4:37 shows the "magic" map with a ship sailing around it.  The ship is being led by a pair of footsteps, which Yonkey pointed out earlier is the walk cursor.  So it appears that, in this game, the map is not magic at all, but is being used for continuity only.  Since a ship is required to navigate the Green Isles, it seems reasonable that one would have to be at the shore or a dock in order to use the map.

Quote from: Eros4tw on May 14, 2006, 12:11:41 PM
[M]aybe a fail-safe feature that will autosave the game if your computer crashes or the power goes out?
If the power goes out, then it's too late to save.  What you need in that case is a back-up power supply.

But if you're looking for suggestions now, here's one:  Have slow, medium, fast, and running speeds for the main character.  Slow speed would be for solving puzzles that require dexterity.  Medium speed would be used for walking.  Running speed would be used when you wanted to escape an enemy.  Fast speed would be the same speed as running speed, except that the player would not be huffing and puffing, and would be moving his arms in a walking manner, rather than a running manner.  It would be used to get through the game faster without making the player appear to run.  It got annoying in KQ-8 to use the run mode, with the sound of heavy footsteps coming through the speakers, just to get through the game faster.

Or better yet, have a separate player speed and game speed.  That way, you could have the player run, to escape an enemy, but at the same time have the game on slow, to maneuver the player better.  Or you could have the player walk but have the game on fast, to get through the game faster.
Title: Re: Movement Speed In Game
Post by: Deloria on May 15, 2006, 10:30:20 AM
Silly Clowns? :P (What did those do anyway?)
Title: Re: Movement Speed In Game
Post by: dark-daventry on May 16, 2006, 04:02:24 PM
I would think so...